ZDoom

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Works pretty nice! Hey Maxed , not to be all of a sudden , i would like to learn about MAKING programs just like this and see if i can fit in and help do projects with you. reply soon , i can make wads for us and post them. _ Cody AKA StanklePussy

Well... To learn programming you just find a book or tutorial series for a programming language you wish to learn (C# in my case) and just follow along... And when you think you've got the basics and can code a program all by yourself, you can grab the sources of Doom Builder 2 (or GZDoomBuilder, when I release version 1.01) and start tinkering with it... And I'm too preoccupied finishing GZDoomBuilder 1.01 to make any wads (except for testing ones).

This is cool, but not for a map filled with dynamic lights if you want to be able to seem them from the editor. I get about one frame every other minute in one of my gigantic udmf maps with the rendering turned on. It's clearly because of the dynamic lights since there's one on just about every light surface and the adjacent planes and sometimes just in the air to light surrounding areas. And I'm running on a nVidia 460Ti that'll play Rage with near unnoticeable blurring unless you turn really really fast.

I really only downloaded this to see if auto-alignment would work on 3D floor sides, but no. If you get that working I'd migrate over for sure. Otherwise, cool but I'm gonna stick with DB2 so long as I have to run this like DB2 anyway to get normal frame rates in visual modes.

- better dynamic light performance - Well, it's already better in GZDoomBuilder 1.01 (I used Winter Challenge, Unloved and Spawn as test wads, and they are all running well in 1.01 with dynamic lights (I'm using i5-2500 and GF550, so I can't guarantee that it will run flawless on all systems ). If you stil aren't satisfied with dynamic light performance, you can now lower number of dynamic lights being rendered (16 lights seems to be enough in almost all cases).

- all dynamic light things - Already added in 1.01 (or do you mean dynamic lights defined in GLDEFS? I'm currently working on GLDEFS parser, so it'll most certainly appear in GZDoomBuilder 1.02).

- proper dynamic light rendering (it looks like it's rendered as GZDoom's "additive" right now) - I know that. Seems that I'll need to rewrite dynamic light shader one more time... I've never messed with shaders before GZDoomBuilder, so it was quite hard for me to make it work at all